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Contributor
Originally Posted by
Areko
HEY, GH how can i dump my player effects, f10 doing nothing rn
You can find the dump file - player_status_effect.txt in Plugins\AutoHotKeyTrigger folder. Make sure your game is in focus when you press F10.
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Post Thanks / Like - 1 Thanks
GameHelper (1 members gave Thanks to Anderson11 for this useful post)
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Contributor
Originally Posted by
Areko
HEY, GH how can i dump my player effects, f10 doing nothing rn
Checked right now - all working fine. Buff names stored in txt-file "\Plugins\AutoHotKeyTrigger\player_status_effect.txt"
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Member
The preload is not working
hopefully will see a fix soon
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Member
Last edited by Bjon; 08-21-2022 at 07:11 PM.
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Member
Hi! Any chances to make radar/preload alert for rich archnemesis mods?
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Member
Any chances you'd be able to buff the loot drops?
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Contributor
Originally Posted by
BHLDepression
Any chances you'd be able to buff the loot drops?
That's just not possible.
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Member
Can it run on arm64 windows? I tried to use it on Parallel on M1 Mac, but the program won't open.
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Member
There seems to be an issue with the preload alert not showing beasts
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Member
i thnk noone cares about beasts guys, stop spammin
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Contributor
Regarding beasts. It seems like PoE now always preloads the assets of some rarest bestiary mobs. So GGG may have killed bestiary targetfarming until there is another way of detecting them.
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Member
Originally Posted by
Patolino
Can someone pls help me, or share his Plague Bearer Conditions/Configs? I dont get it to run...

I will use it when it reach max and there are some monsters.
Screenshot 2022-08-22 120824.jpg
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Member
Ideas for MonsterCount and FriendlyMonsterCount.
1. Current MonsterCount will only based on one range. But it should be easy just to add another fixed melee range to count the monster in melee range.
It is very useful for range to detect the monsters in melee range to use endurance_cry skill.
2. FriendlyMonsterCount will count any monsters in range. Is it possible to limited the friendly monster by "name" or "path"? In most of the time, we only want to count some specific friend monsters. For exmaple: trap, totem, brand, skele mage, etc. Or at least we can skip the counting for some specific mob, like skitbot, the monster sum by shrins?
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Originally Posted by
setim
Ideas for MonsterCount and FriendlyMonsterCount.
1. Current MonsterCount will only based on one range. But it should be easy just to add another fixed melee range to count the monster in melee range.
It is very useful for range to detect the monsters in melee range to use endurance_cry skill.
2. FriendlyMonsterCount will count any monsters in range. Is it possible to limited the friendly monster by "name" or "path"? In most of the time, we only want to count some specific friend monsters. For exmaple: trap, totem, brand, skele mage, etc. Or at least we can skip the counting for some specific mob, like skitbot, the monster sum by shrins?
1: Why not change the range to malee range?
2: why not take them into your calculation I.e. if you have 2 skitbot + 3 zombi, write less than 5 rather than less then 3.
If I did not reply to you, it mean the question you are asking is stupid.
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Member
Originally Posted by
GameHelper
1: Why not change the range to malee range?
2: why not take them into your calculation I.e. if you have 2 skitbot + 3 zombi, write less than 5 rather than less then 3.
1. I want to use different skill based on the monster in different range.
For example: bow skill with large range, but endurance_cry only used in melee range. (if monster is not in melee range, endurance_cry cannot generate endurance_charge)
2. The major problem is a shrine. When you use it, it will convered all dead body to your friendly monster. Anyhow, this is not important, I will just skip this shrine should be fine.